Tagged Questions

In computing hardware is the physical objects like the CPU, graphics card, monitor, keyboard, joystick, mouse, memory modules, hard drive etc. This is in contrast to software, which is the operating system, applications, programs etc.

Is it only a matter of code optimization?
Do game developers plan to start small on a new hardware, to have space to evolve while creating a series of that game?
Are computer graphics breakthroughs ...

I read the stencil word a lot, and I don't have a clue what is its real purpose in computer graphics.
Seeing the picture in black and white on wikipedia, I'm still having problem with it.
Why do we ...

I've been developing casual iPhone/iPod Touch games touch for about two years. I'd like to port some games to the Android platform. Since I'm stuck w/ a two year iPhone contract I don't want to get ...

I have always found emulators rather fascinating. I would seriously like to create an emulator for an older ganeration console or handheld. It would help me gain a greater appreciation of the hardware ...

The XBLIG submission check-list asks to ensure all gameplay-critical graphics be visible in the 'TitleSafeArea'.
I've received a bug report during play-testing that says parts of my scrolling 2D map ...

Can anyone point me to some information on what a modern video card architecture looks like? I'm particularly interested in understanding how my rendering engine will be executed by the GPU.
Ideally, ...

So I was just pondering whether it is more taxing on the GPU to render geometry or a texture. What I'm trying to see is whether there is a huge difference in rendering two scenes with the same setup:
...

I have a machine with two discrete GPUs and one integrated GPU. I can currently switch between them using NVIDIA's software, but I would like the ability to do so within my applications for purposes ...

My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind.
My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...

I'm working on a Flash game after many, many years. I'm trying to figure out size to make my application run (eg. 600x800). Because it's a tall (not wide) game, I'm confused.
I know about (and love) ...

Currently I am working on a 3D visualization app. A requirement of my app is that host's graphics card supports Shader Model 3. How can I check for Shader Model 3 support?
I know that these versions ...

I would like to build 3d applications that are targeted at old PCs for education. Which 3d engine do you recommend to use? What technology should I use or approach? I would like to avoid Unity3d or ...

I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been ...

I'm coming from a background of Android. I would like to figure out what kind of iBlah device hardware I need to support for iPhone game development; something like Android's OS distribution stats, ...